wesleyjohnson
Forum Regular
Posts: 677
Registered: 04-09 |
MAP13, the pit behind the crusher. I (purposely) get a number of imps in there (survivors of crushing), and frequently see the tail through the ground.
(Aside:
Tried to make a test wad, so that I could fix this in DoomLegacy, but using pink-worms (they don't shoot at you while you are trying to examine the rendering), but it would not mis-clip. It required a FreeDoom Imp. Any wad with an Imp in a pit, will render this tail through the ground at the corner.
PrBoom doesn't have this mis-clip.
)
I have not been able to find anything in the sprite clipping to explain this.
I am not sure how mirroring the texture affects clipping.
To mis-clip like this, some part of the sprite must be outside of
the range that the engine is checking for clipping, and then also have the render routine draw it in spite of clipping supplying x1..x2 range parameters.
(Maybe, clipping only checks expected x range, render draws flipped texture with offset from separate x calc, and then some floors get drawn over it. Will investigate. )
So apparently it is in DoomLegacy, vanilla, chocolate, Odamex, ... ??
Need to look at PrBoom to see what they do different !
I can remember it having mis-clip with the tail to the left.
Does it only do it on that side, or with tail to right also ??
Is this a fix-the-sprite problem, or a fix-the-engines problem ??
The revenant is too tall for the stated size (engine), gets head in ceiling in MAP09. Swapping anything is going to really screw people who has been playing this already :^.
The revenant could be saved by squashing the frames (in GIMP or such) until they fit the required size. It is so tall that it would not be hurt much.
On the other hand, the pink-worm could stand to be stretched horz. a little (20%..40%).
Last edited by wesleyjohnson on 06-14-11 at 20:50
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